Exp Loss is freaking unbalanced

lvl70: 2 deaths = 30% of lvl xp = 10h grind


conclusion: OP is farming terraces on normal
"Is there such a thing as an absolute, timeless enemy? There is no such thing, and never has been. And the reason
is that our enemies are human beings like us. They can only be our enemies in relative terms."
Last edited by kamil1210#5432 on Mar 22, 2013, 4:25:26 AM
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kamil1210 wrote:
lvl70: 2 deaths = 30% of lvl xp = 10h grind


conclusion: OP is farming terraces on normal


So he died to Firefury?
Dys an sohm
Rohs an kyn
Sahl djahs afah
Mah morn narr
there is 1 thing i can suggest to all those sc players that complain about the death penalty.
go and play in hc, dont commit to hc if u dont like it, but just play it to get used to the simple idea that you shouldn't die...once u get used to this simple and amazing idea, u will have an easy life in sc.
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slayer711 wrote:
there is 1 thing i can suggest to all those sc players that complain about the death penalty.
go and play in hc, dont commit to hc if u dont like it, but just play it to get used to the simple idea that you shouldn't die...once u get used to this simple and amazing idea, u will have an easy life in sc.

All that learns to do is quickly jumping out of the game, which is totally stupid and so against the cutthroat feel this game is "supposed" to have (not to mention every other game consider this an exploit). The more I play this game,the more this game becomes a real boring grind game.
Last edited by bowmore17#6874 on Mar 22, 2013, 10:01:05 AM
Xp Penalty is extremly good!

Game would be completly unfun if deaths would be nothing but tedious(like in D3)

In PoE you have to play PROPERLY in order to avoid death. And you get rewarded for playing well. Thats extremly important!

Death penalty is one of the better features in PoE and there is no reason to abandon it. Espacially not because of whiney kids who cant figure out how to play well.


I admit it: from level 60-75 I died rediculously often but since level 80(and geting my 600 ES armor) I die ZERO times. Absolutly zero times.
And hen you feel like you accomplished something with your build and this is very rewarding.
Death loss always feels like the afterbirth of the mmo baby. And only seemed to be kept around by the WORST of the WORST f2p grinders, obviously mistaken for it's mutated twin or something analogy wise and thus necessary, I've nothing against a game being a little grindy in some aspects, but there is a limit. The more clearly defined and necessary your endgame goal for doing what you want, the more the grind gets in the way. Causing exp loss on death isn't totally bad, but when actually getting those exp levels is insanely grindy and or roulette esque due to desynch well... yeah you kind of have look at what's more important, dealing with an issue that may not be possible to solve, or keeping the small percentile of players that enjoy the insane grind and "cutthroat" gameplay alive (seriously, when is cutthroat ever used in the good context..lol)
I love the experience penalty. There is no reason to reduce or remove it any fashion.

The game warns you via load screen tip and you have about 30 levels of play time before you even reach the threshold to receive an experience penalty. In cruel the penalty is annoying at best , you level much faster than merciless and receive only half the penalty.

In merciless/maps it is really the only thing making default leagues challenging in any way. If you planned a good build and have decent gear the mobs are not very difficult and I can count the number of bosses on one hand that actually pose any threat whatsoever.

I find acquiring maps to be more of a setback than any experience penalty.
You never saw me
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Fugitivelama wrote:
I love the experience penalty. There is no reason to reduce or remove it any fashion.

The game warns you via load screen tip and you have about 30 levels of play time before you even reach the threshold to receive an experience penalty. In cruel the penalty is annoying at best , you level much faster than merciless and receive only half the penalty.

In merciless/maps it is really the only thing making default leagues challenging in any way. If you planned a good build and have decent gear the mobs are not very difficult and I can count the number of bosses on one hand that actually pose any threat whatsoever.

I find acquiring maps to be more of a setback than any experience penalty.


This is of course something that can be contextually different, the idea of gear and build seems to allude to "be ranged or stack hp like it's going out of fashion" as "good builds"

I see your point to a degree, but there's enough bad difficulty curving in this game as is, the exp loss seems... awkward in terms of design
People that disagree need to understand that we do want death to be intimidating and meaningful, the problem is the way it's done like instead of losing exp, why can't we just have some kind of exp gain penalty instead? or an exp dept like someone suggested? what about not being able to do anything for X minutes after dying? What about simply increasing exp required per level after 70 but have access to exp bonus for not dying?

It's the fact that we lose exp that piss people off, there is other effective ways to make death an issue that are less prone to rage quits.

Developers really need to rethink of the death penalty.
Tech guy
Last edited by Warrax#2850 on Mar 24, 2013, 9:00:15 AM
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Hellkaiser wrote:
Death loss always feels like the afterbirth of the mmo baby. And only seemed to be kept around by the WORST of the WORST f2p grinders, obviously mistaken for it's mutated twin or something analogy wise and thus necessary, I've nothing against a game being a little grindy in some aspects, but there is a limit. The more clearly defined and necessary your endgame goal for doing what you want, the more the grind gets in the way. Causing exp loss on death isn't totally bad, but when actually getting those exp levels is insanely grindy and or roulette esque due to desynch well... yeah you kind of have look at what's more important, dealing with an issue that may not be possible to solve, or keeping the small percentile of players that enjoy the insane grind and "cutthroat" gameplay alive (seriously, when is cutthroat ever used in the good context..lol)


Why do people say this stuff? Diablo 1 and Diablo 2 both had death penalties. As far as I know it is NOT an MMO feature.
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